open | full circle pt 2
WHO: Many people, mostly mages and rifters and Templars/Seekers
WHAT: Stop that Circle!
WHEN: Late Solace
WHERE: The College of Magi, Cumberland, Nevarra
NOTES: OOC post! Please note we are not doing the points game part yet. But we will later and your tags will still count then.
WHAT: Stop that Circle!
WHEN: Late Solace
WHERE: The College of Magi, Cumberland, Nevarra
NOTES: OOC post! Please note we are not doing the points game part yet. But we will later and your tags will still count then.
I. THE JOURNEY
After the meeting, there's time to talk, pack (lightly), and get a full night's sleep. But after an early breakfast the next morning, everyone heads up to the eyrie at the top of the Gallows' central tower to load onto griffons.
They do it with the sanction of the Division Heads, accompanied by some rules, like no violence, and some mandatory company. A few Templars (and a Seeker) are sent along with them, in Riftwatch uniform rather than their more traditional and more inflammatory armor. Mages and rifters and interested others have the choice of donning their uniforms or not.
The trip to Cumberland is short an uneventful. Trained griffon riders and the animals they've bonded with lead the flock, but other griffons follow cooperatively behind, each carrying one or two riders and their effects. The group lands once or twice in the Planascene Forest to stretch their legs, have a meal, etc., while the griffons help themselves to a buffet of wildlife. A few of those without bonded riders might need some extra persuasion to get back in line, when it's time to go, but nothing goes significantly wrong.
II. THE COLLEGE OF MAGI
It's late and dark when they swoop down on the city, but the College of Magi is easy to spot, because it's a palace with a hammered-gold dome roof that shines in the moonlight. The griffons land and consent to being tethered in an enclosed courtyard that, after years of neglect, is no worse off if they trample the greenery a bit. The doors inside are guarded not by Templars, but by Cumberland city guards assigned to keep looters out of the palace in the mages' absences. Once they've taken in the presence of the griffons and uniforms, they put up no resistance to Riftwatch's entrance.
Inside, the halls are quiet and opulent: in addition to the famous collection of sandstone busts of every Grand Enchanter from the last 600 years lining the entrance hall, there are marble pillars, bright frescoes, vases, art, gilded vines crawling the walls. Everything shines and glitters in the light from the braziers on the walls.
The mage who comes scuttling down the hall to give them a bewildered greeting, robes flapping and a basket of bread on his arm, is Senior Enchanter Erfried Neumayer, noted Loyalist, formerly of Hossberg. He is well into his nineties, spry but mostly blind, and very friendly. He explains, eventually and in pieces, that they have not even started the conclave, unaware they might have needed to rush, and the others are currently having a late dinner and an idle chat in the dining hall. Thus the bread.
The rest of the mages are not glad to see them, albeit mostly in a polite and/or passive-aggressive way. They make a fuss about not being prepared to house or feed any additional participants, but in the end do show everyone to one of the bunk bed-filled rooms that used to house apprentices.
The first night and every night afterwards, Riftwatch has overnight watches—not to watch for danger, but to make sure the other mages don't sneak around and convene while they're asleep. (A few of them might be caught trying to organize exactly that.) The beds are musty from years of disuse but otherwise fine. Food is grudgingly provided.
Before, after, and between sessions on the floor, there's time to explore the palace. Said to have been donated by a Duchess to keep her mage child in the comfort she was accustomed to, the College is an arguably over-the-top display of wealth and comfort, dusty from disuse but still overflowing with gilding and cushions, baths and kettles enchanted to heat and cups enchanted to cool and dozens of other magical novelties that make life a little more comfortable, art and a badminton field and a massive library. The Harrowing Chamber looks like a place where someone would be honored to complete a rite of passage; the dungeon exists but is small, clean, and devoid of spooky skeletons. It's exactly the sort of place that could serve as evidence that living in a Circle was great, actually.
III. THE CONCLAVE
The conclave, such as it is, begins the next morning, in a room whose domed mahogany ceiling has had it dubbed the Red Auditorium. It's designed to hold a few hundred attendees at a time, so the fifty or so Loyalists (and Aequitarians and Lucrosians) and dozen-plus Riftwatchers have plenty of elbow room.
At least in a parliamentary sense, Senior Enchanter Erfried is in charge—to Riftwatch's benefit. The Loyalist Contingent leads with an attempt to ignore Riftwatch's presence and ram their proposal through with no further discussion or procedure on numbers alone, but Erfried is a stickler for the rules. The name of the game is delay, distract, divert.
Fortunately, the mages prove delayable, distractible, and divertable. Creating a record of attendees and participants devolves into a series of short debates about who counts as a Circle Enchanter anymore and whether rifters have any right to be there, which easily take up half a day. From there, arguments about whether the Conclave has met all the finicky requirements to actually count as a Conclave swallow a few hours as well. Unfortunately, two witnesses profess a messenger was sent to alert the Grand Enchanter, and there's no evidence she did not reach it, so Erfried allows things to continue. In theory. Having spent so much of the day on procedural matters, there's no time to get into substance before adjourning for the evening.
Breakfast the next morning is interrupted by the arrival of the small team Riftwatch sent to alert the rebel mages at the front—and by Grand Enchanter Fiona herself, riding behind Ellie on Artichoke. She's only one mage, but she's an angry and important one. And others are coming. She makes a show of being concerned about whether it will be enough people to counteract the fifty-odd Loyalists, to avoid inspiring them to work too hard, but within Riftwatch, word gets around that they'll definitely have the numbers. All they have to do is stall.
The Loyalists do make every effort to resume the proceedings and make progress toward voting on their proposal. How unfortunate that circumstances prevent it. (Invent your own circumstances. Filibustering, general chaos, and minor property damage are all fair game.)
IV. THE CALVARY & THE DEBATE
The Grand Enchanter's people arrive only a few hours later than expected. There are easily a hundred of them—enough to doom the proposal, certainly. There's a sense of doom among the Loyalists when the proceedings resume. A few leave early in defeat. But the rest stick around, as they finally, finally proceed into discussing and voting on the substance of the proposal, and make fairly impassioned arguments on its behalf.
They evoke the history of the Circles: a compromise that saved them from being hunted by the early Inquisition and from being confined in Chantries to do nothing with their gifts but keep the fires lit. The hundreds of years of peace (they say) compared to what's come before and what will come after.
They say there was a mage child in the Nahashin Marshes, turned out by his illiterate and reclusive family, who appears to have lived alone for several years before recently reappearing, warped from possession, to slaughter his entire village. A town in Antiva realized a few of its new residents were mages and burned their house down, killing one and leaving the others with nowhere to go. A young fellow who'd wandered away from the Inquisition's camps once he came of age was caught picking pockets in Ferelden's West Hill and, in his attempts to flee, froze all of the tavern's occupants solid. Several didn't survive the thawing. They report—with no actual statistics, but a few anecdotes—that incidents of (child abuse cw) suspicious child drownings are on the rise. They ask, rhetorically, whether rifters think they will be left in peace by their neighbors when Riftwatch is gone.
And they go on for quite some time about their responsibility to Thedas. The risk of mages amassing power and establishing dynasties—a hundred years stand between that and a new Tevinter, optimistically. The risk of kings and emperors seizing control of the mages within their own borders, if mages are beholden to them rather than to the Chantry, and wielding them against their own people or their neighbors.
They have a reason for every item in the proposal. It's all very depressing and very sincere. A sizable number of the rebel mages from the front are moved by the presentation of the problem, if not convinced that their solution is correct.
But in addition to talking (and talking and talking), they also listen. They don't really have a choice, now that they're outnumbered. While only Circle Enchanters are technically permitted to vote in the College, Erfried will give anyone the floor for at least a few minutes. And between impassioned speeches, there are regular recesses when the Red Auditorium dissolves into more private conversations. Some are quiet, some are loud—but most mages have years of training in keeping their composure, so only a couple get worse than half-raised voices.
V. CUMBERLAND
With the mages from the front, the pressure on Riftwatch lets up somewhat. There's no longer a need for every Riftwatcher to be on-site at all hours of the day to prevent the Loyalist contingent from voting, so there's time to slip out into the city, whether for business—posting messages, buying supplies, running Riftwatch errands unrelated to mages and Circles—or just a break.
VI. THE RESOLUTION
In the end, not much happens. The proposal is voted down. It is not replaced by anything. But a date is set, three months in the future, to reconvene in a more orderly and less underhanded way to consider other options for mages' (and rifters') future. The Grand Enchanter also consents, in good spirits, to this future gathering deciding whether she stays in charge.
Riftwatch is invited. They have until then to do whatever maneuvering and advocacy they can.
It counts as a victory.
NPC NOTES
- You can do threads with NPC'd mages, or you can thread around their presence: discuss strategy, complain about a conversation with an NPC that happened off screen, take a break from the speeches outside, etc.
- Feel extremely free to make up NPC mages of your own! For natives this can include mages they already know or have history with. If you make up an NPC who you'd like kept in mind in the future, you can put them on the wiki page for this plot.
- The Loyalist camp consists mainly of Loyalists, but also some Aequitarians and Lucrosians. They're a mix of mages who sat out the war, Loyalists who fought with Madame de Fer against the rebels, and mages who fought with the rebellion but have since come around to wanting some kind of system back.
- The rebel mages who arrive on scene are mainly Libertarians, but also have some of every other fraternity—Aequitarians, Resolutionists, Isolationists, Lucrosians, and a few Loyalists along for the ride. They're all mages who fought with the rebellion and then joined the Inquisition.
- Grand Enchanter Fiona is present! If you want your character to have a significant conversation with her, either to get info or try to convince her of anything, do an info request—since she's so important and influential on her own, deciding what she would say or do is a mod call.
- You can invent friends/future contacts from either camp for your character to keep in touch with on their own. I don't have any info beyond the scope of this plot to hand out right now, either as a player or as a mod, but for the belated Part III in a few months I will try to gather folks whose characters have Done Work in the interim to distribute influence/information accordingly.

Ellie | OTA
Ellie arrives more than a little tired, hungry and careworn. She has an important passenger, and once she situates Fiona, she takes Artie to roost and rest up with the rest of the griffons.
If anyone wants to check in with her, she'll be scanning the immediate area for familiar faces.
Ellie is not the type to be anything but put off by the ostentatious display of wealth in the College, but she's been here in Thedas long enough to understand the value that impressions can make. As soon as she's able to get some food in her and a few hours of sleep under her belt, she'll give herself a good scrub clean and get dressed. For those who saw her in Rialto, they might find her beautifully fitted navy blue silk tunic a familiar sight. She's paired it with a well-fitted pair of breeches, high boots, and an openly worn dwarven-make dagger (far from the only one on her person) strapped around her thigh, along with her curiously made fade-crystal bow and arrows.
She openly wears her Riftwatch pins, and for the time being, has left off her hand coverings, just as openly showing the anchor on her palm.
She doesn't want there to be any mistaking who she is, or why she's here.
Ellie takes watches, and when she's not on duty she checks on and exercises the griffons to get a lay of the land. It's not her first time in Cumberland, but the last time she was here, it was far more cloak-and-dagger than this affair.
When all else fails, she does head off to the art gallery to stand silently in front of one painting or another, and if someone comes close enough, she'll mutter, her tone faintly disgusted:
"Comfy little nest they've got here."
II. Cumberland
Inevitably, as the days drag on, Ellie finds a reason to pack up a day bag, put on her street clothes (and hand wrappings) and steal out towards the gates. It isn't until she gets near enough to them to realize something she should've earlier. It narrows her options, or maybe it's serendipitous, and she's found precisely the person she wanted some time with.
"Got anything to do out in the city?" she asks. "We should probably be using the buddy system. I'm getting Rialto flashbacks."
III. Wildcard! Throw whatever you like at me, or request a bespoke starter.
check in
Abby, noticing Ellie's arrival (but who didn't, that was the point) pushes through the crowd to get to where she's drawing her griffon away from the congregation. Everybody is circling the Enchanter. Abby has something for her (Fiona, not Ellie) but it isn't the right time to approach with something meant only for her eyes; she lists to the side instead, crossing to where Artichoke is finding himself corralled.
When Ellie notices her, Abby lifts her chin in a nod of acknowledge, a silent good job for the work done.
"Hey," she says after jogging the rest of the way over, braid leaping over her shoulder, "Can I talk to you for a sec?"
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She notices Abby in the crowd, though. The familiarity is comforting, and for once, she lets it be. They are trying this new thing with being okay with each others' presence. It seems to be going well.
"Sure. Walk with me."
Loosely holding Artichoke's reins, she gives him a scritch on the top of his feathery head and leads him onward and away to where she spotted the others from above.
Once they're away from immediate ears, Ellie glances up at Abby, sidelong, curious. She's learned enough of Abby's tells to see that it's important, but not urgent enough to be anyone in danger.
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The moment their conversation is better shielded from the others, she says brusquely, "You rode over with the Enchanter. What's she like?"
She spends a brief pause thinking about how she wants to word this, before. adding, "I need to deliver something to her." Surely she can say that much. Ellie won't tell anybody else anyway, why would she bother.
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"She's not a leader because she beat the others into shape. They're not afraid of her." Ellie pauses, wondering how to phrase it. Ellie and Abby see leadership in different ways than the people here. Or maybe, it's just what kind of people became leaders in their world.
"And they're not following some grand plan she has. It feels like she's in charge because she's trying to protect them." There's nothing wrong with that, maybe- but it does mean that she doesn't have the enormous charisma and force of personality that Ellie and Abby are used to, or the aura of fear. "She feels like she used to be a schoolteacher or something."
Maybe that wasn't so far off the mark.
Ellie glances sidelong at Abby's reveal, a questioning look.
"I can get it to her," she offers, because she knows Fiona won't be wary of her, but then pauses. If Abby's doing this on someone else's behalf, then she'll probably need to do it herself.
"Or take you to her."
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At the offer she looks back, and maybe it's the frown that makes Ellie smoothly change tack. Abby shakes her head but answers out loud anyway, "It's fine."
It's something she wants to do on her own, the task that Flint specifically gave to her. Even asking Ellie this much feels a little like cheating. Even so she presses, "Did you talk to her?"
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"Yeah, she rode behind me for a while."
A few weeks ago there might've been attitude in her delivery, but there's not anymore. Ellie just glances sidelong at Abby, genuinely trying to figure out what information will be useful.
"I asked about the front. How her mages were. If anybody was giving them trouble. Seems like they mostly keep to themselves these days, but she makes sure they behave, I guess."
Ellie bites the inside of her cheek. "There was a dust-up between an apprentice and a soldier. I guess the mage held the guy upside down by his boot for talking some shit. Not like I personally see the problem with that, but I guess... it looks bad."
She shrugs again.
"She does care about being fair. She doesn't want enemies for stupid reasons."
Enemies for good reasons, sure. And they're about to make a lot of enemies here.
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1/2
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art gallery
Mobius makes a noncommittal hum at her comment when he comes to stand beside her, hands folded neatly in front of him. "Any particular reason it shouldn't be comfy?"
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"Because something like this makes it easy to see why they're loyalists." It sits bitter on her tongue. "And maybe they think all Circles were like this one."
She's thinking of the distance in Derrica's eyes, the hurt and anger that never burns out of Matthias.
"Or, maybe they just don't care that the others weren't. They got theirs. Why should they care?"
It comes out as a whisper, something that says maybe this hits a little more deeply than she wants it to.
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"As I understand it," he starts with care, "this building was a donation. Not every Circle had an obscenely rich parent-of-a-mage to care with an extra palace sitting around to simply give. You can see why this became the seat, the College of Magi. Could you imagine anyone having picked the Gallows?"
But that's not what this is about, not really. Something about this hurts her. Specifically hurts her. He could ask. Maybe he will, eventually. But not right now.
"This doesn't belong to any one of the fraternities more than any of the others. If they had tried to convene a conclave anywhere else, it would automatically have nullified any legitimacy before any of the rest of their shenanigans could."
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She understands, yes. But something about this place rubs her raw, and she's still trying to distill it down to why. She tips her head back, looking at the beautiful, scenic paintings in front of her. Even with windows into gorgeous things, surrounded by opulence and comfort, it feels artificial. Cold. Sterile. Nothing about this is restful or real.
She presses her booted foot into the floor, leaning her weight onto it, off again. A fidget that makes her look younger than she is, concentrating on the repetitive movement instead of the uncomfortable whirling of thoughts.
None of them are anything she can tease out, quite yet.
"What do you think's going to happen?"
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Looks at her. Looks back at the art. Wishes he'd had that back at Ostwick.
"I think your guest of honor and her buddies are going to make sure to put the kibosh on the whole proposal. I think there are gonna be a lot of sore egos and hurt feelings. And I don't think it's going to stop," with a brief motion to encompass all, "all this, just hopefully make sure it's still out in the open next time it does happen. I think we're about to make a lot of new friends and a couple unhappy enemies."
A shrug.
"So, same shit different day, broadly."
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"I'm not going in a Circle, Mobius," Ellie says quietly.
She remembers the day that Derrica told her what was coming, and asked if she would stay, and fight. The day that Ellie had told her point-blank that it would be a fucking bloodbath, and she didn't want the possibility of being forced to fight people she cared about.
She thinks of Derrica, who ran once and regrets it with all her heart, even though she would've died there. One more name etched in stone with nobody to speak for her. Ellie knows why she has to stay and fight, why she's made promises to herself, why she's choosing to stand her ground and refuse to take more even if it kills her.
She thinks of Astarion, who is still running, with his wary eyes and sharp teeth and his breath stuttering in ways that still say hunted, still say haunted. He fears Ellie's been seduced into a passive form of suicide, when truthfully, Ellie's been a walking shell since the day she turned fourteen among shattered pottery and spent tears, with a bite mark fresh on her arm and a kiss still going cold on her lips.
What else is there? she'd asked as a little soldier, complicit and helpless with a smoke bomb in her hand and Riley's voice in her ear, asking her to fight for something else.
Same shit, says Mobius. Different day.
Different world.
"That's the only thing I know."
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Cumberland
Barrow has been all but crawling out of his skin since they arrived, and looks relieved at the prospect of finding an excuse to get away from the tension.
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"This place is so fucking fancy, I can't breathe."
At least Cumberland proper feels real enough for her to exist inside, doesn't piss her off just being there.
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Ellie shoots him a knowing look; they first started talking after people found out he was a Templar at one point. She can't imagine this is easy for him.
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"How's it treating you?"
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"Most of 'em could you a good punch in the mouth?"
Even some on their side. This is definitely important, but the way the loyalists handled this is absolute asinine, and Ellie's not the type built for long deliberations and arguments.
"I'm not bothering. Not with the talking part, anyway."
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sees my typos and shrivels silently
grips ur shoulder
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cumberland.
If there's danger, it's likely waiting for them behind the jeweled walls they've slipped out from.
Pessimistic? John prefers realistic. Its surely not an unfair assessment of the consequences of an unchecked proposal.
But as to the question—
"I've been meaning to stop in at the Diamond Lass. And perhaps a few others taverns, depending on how much time I can reasonably stay away."
Negotiations don't just stop. John is balancing his time carefully, but it's not perfect. There's still a risk of missing an opportunity while he's taking measure of things in the city proper.
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"Do you need a... weirdly dressed bodyguard?" she asks, glancing down at her clothes. They're nice, but not exactly fancy. Inwardly she winces; if it weren't for Astarion, she wouldn't have started giving a fuck about the impression given by dressing nicely.
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She can't be faulted for it. John knows what his appearance telegraphs.
The consideration ranges beyond the matter. What John plans to accomplish, the topics he would like to speak of in these taverns, would be better if they were not reported back to anyone waiting for them in Kirkwall.
"I'm not necessarily in need of defense," is mild, amusement standing in for any more revealing emotion. "I might ask if you care to spend your night listening to a pack of sailors trade gossip."
Sailors being a broad term, in this instance.
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She shrugs a little. She's obviously no great lady of means, or a merchant, or even a sailor. Adventurer, maybe? Hired blade? Bodyguard? Those would pass. Being a Rifter would too, but that's not something she wants to flash all over town.
"I'd like to come," she says, clarifying, straightening her shoulders. He didn't invite her. "But if you'd rather go alone, I can find something else to do."
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Which may well be no further than that. With the shard concealed, who can place her? The accent is strange, but in a port city such a thing is only remarkable in passing. There may well be people stranger-sounding in attendance tonight.
"I wouldn't mind the company," is smoothly delivered, followed by a delicately-put question, "How much experience do you have in speaking to strangers in a tavern?"
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"I'm fine with it. My last official job before Riftwatch, I worked security at a bar." So that counts for something. If it's not skill, at least it's familiarity.
"Anything you're looking for?"
Aside from information about nightmares, and how they are here.
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